https://archiveofourown.org/users/EphemeralNight/works
https://ephemeralen.itch.io/
A game in which the core systems barely even matter, is not a good game. This is an epic failure of design.
And it's still one of the best games that has come out all year.
A game in which the core systems barely even matter, is not a good game. This is an epic failure of design.
And it's still one of the best games that has come out all year.
Clair Obscur: Expedition 33 is a rhythm game.
This is an issue only in so far as the game was advertised as an RPG instead of as, say, a Hi-Fi Rushlike.
Clair Obscur: Expedition 33 is a rhythm game.
This is an issue only in so far as the game was advertised as an RPG instead of as, say, a Hi-Fi Rushlike.
You can ignore the turn-based RPG aspect of the game completely if you're good at timing. You'll win regardless.
You cannot ignore the timing-based aspect of the game if you're good at turn-based RPG combat. You'll get facerolled regardless.
You can ignore the turn-based RPG aspect of the game completely if you're good at timing. You'll win regardless.
You cannot ignore the timing-based aspect of the game if you're good at turn-based RPG combat. You'll get facerolled regardless.
On normal difficulty, you can strategize and play perfectly, but if you ignore the QTE and dodging, you will get utterly destroyed even by trash mobs.
On normal difficulty, you can strategize and play perfectly, but if you ignore the QTE and dodging, you will get utterly destroyed even by trash mobs.
Sorry to say, yep, you've read all this just to end up listening to yet another rant about the QTE and parry system.
But my issue is not merely with the existence of the QTE and the dodge / parry system.
Sorry to say, yep, you've read all this just to end up listening to yet another rant about the QTE and parry system.
But my issue is not merely with the existence of the QTE and the dodge / parry system.
Within this game is a brilliant turn-based RPG system with streamlined and incredibly well-designed mechanics and brilliant ludonarrative harmony with the characters' unique abilities and combos. It is genuinely a masterclass in console RPG design.
Within this game is a brilliant turn-based RPG system with streamlined and incredibly well-designed mechanics and brilliant ludonarrative harmony with the characters' unique abilities and combos. It is genuinely a masterclass in console RPG design.
The game design itself.
The game design itself.
It feels really good to play, and it never feels like the art and the game mechanics are at odds. Thumbs up.
It feels really good to play, and it never feels like the art and the game mechanics are at odds. Thumbs up.
The issue is that the story is so stretched out, scraped across such long stretches of time, that you will not remember any of the important information or plot beats by the time they become relevant again.
The issue is that the story is so stretched out, scraped across such long stretches of time, that you will not remember any of the important information or plot beats by the time they become relevant again.
The story of this game, is an episode of Twilight Zone. A good episode, but, it could have been told in 22 minutes without leaving anything out.
The story of this game, is an episode of Twilight Zone. A good episode, but, it could have been told in 22 minutes without leaving anything out.
The game is gorgeous.
But this level of beauty is just what you get when modern tools are used competently by creatively invested artists, rather than used in a sleep-deprived frenzy by creatively bankrupt wage-slaves.
The game is gorgeous.
But this level of beauty is just what you get when modern tools are used competently by creatively invested artists, rather than used in a sleep-deprived frenzy by creatively bankrupt wage-slaves.
It's because Hit Points are simply an optimally easy way to abstract and track the state of a fight.
Now we can do the same for sex.
It's because Hit Points are simply an optimally easy way to abstract and track the state of a fight.
Now we can do the same for sex.
Now, is any of this THE ONLY WAY to make a sex game? Of course not. You can also make combat games without any Hit Points system in them either. Nothing is stopping you.
Now, is any of this THE ONLY WAY to make a sex game? Of course not. You can also make combat games without any Hit Points system in them either. Nothing is stopping you.
Orgasm is not a win condition. Orgasm is not a loss condition. We already have those. Orgasm is merely a state-change, a mode-shift, an abstraction-alteration.
Orgasm is not a win condition. Orgasm is not a loss condition. We already have those. Orgasm is merely a state-change, a mode-shift, an abstraction-alteration.
Another must be a mutual failure. If your number hits the end of its bar, or if your partner's does, failure.
Another must be a mutual failure. If your number hits the end of its bar, or if your partner's does, failure.
The specific rules for how they do that in Flowerbound are detailed in the Flowerbound Core Rulebook, which you may read here:
glowfic.com/posts/11392
The specific rules for how they do that in Flowerbound are detailed in the Flowerbound Core Rulebook, which you may read here:
glowfic.com/posts/11392
So answering that question with ONE number will never successfully abstract sex, no matter how you dress up the presentation.
So answering that question with ONE number will never successfully abstract sex, no matter how you dress up the presentation.